/Engine/Source/Runtime/Engine/Public/StereoRenderTargetManager.h
Returns true, if render target texture must be re-calculated.
virtual bool NeedReAllocateDepthTexture ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< struct [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & DepthTarget )